Appropriating technologies for contextual knowledge: Mobile Personal Learning Environments by Graham Attwell, John Cook, Andrew Ravenscroft

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    Appropriating technologies for contextual knowledge:

    Mobile Personal Learning Environments

    Graham Attwell1, John Cook2, Andrew Ravenscroft3

    1 Pontydysgu, Pontypridd, Wales, UK, [email protected] Technology Research Institute, London Metropolitan University, UK,

    [email protected], [email protected]

    Abstract: The development of Technology Enhanced Learning has beendominated by the education paradigm. However social software and new forms

    of knowledge development and collaborative meaning making are challenging

    such domination. Technology is increasingly being used to mediate the

    development of work process knowledge and these processes are leading to the

    evolution of rhizomatic forms of community based knowledge development.

    Technologies can support different forms of contextual knowledge development

    through Personal Learning Environments. The appropriation or shaping of

    technologies to develop Personal Learning Environments may be seen as an

    outcome of learning in itself. Mobile devices have the potential to support

    situated and context based learning, as exemplified in projects undertaken at

    London Metropolitan University. This work provides the basis for the

    development of a Work Orientated MoBile Learning Environment

    (WOMBLE).

    Keywords: technology enhanced learning, mobile learning, media, context-

    aware, personal learning environment,

    1 Introduction

    The development and implementation of Technology Enhanced Learning has not

    been unproblematic. Despite optimistic industry predictions and sustained

    governmental support, instances of effective practice in using technology for learning

    often remain isolated, and initiatives fail to prove sustainable with one generation of

    technology replacing another and one project following on another in rapidsuccession.

    The reasons put forward for this are numerous poor interface design, the failures

    to adapt appropriate pedagogic approaches, the lack of confidence of teachers an

    trainers with new technologies, the digital divide and the lack of digital literacies

    often being cited.

    However the difficulties and challenges of new technologies for learning may lay

    deeper, resting in the relations of technologies and media to learning and knowledge

    mailto:[email protected]:[email protected]
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    development within societies and to the organisation and purposes of institutions and

    education systems.

    It may not be going too far to say that the rapid development and use of new

    internet based technologies and media, particularly social software and the read-write

    web are challenging the present structures and purpose of educational institutions

    with learning increasingly taking place outside formal pedagogic structures. Equally

    the use of social media for information exchange, social networking and knowledge

    development challenges the relevance of traditional purpose-built education

    technology and the idea of instructional design.

    Given the above context, in this paper we explore the development of a Work

    Oriented Mobile MoBile Learning Environment, with a view to enabling us to

    overcome a number of contradictions and dilemmas in the development of technology

    for learning

    2 The education paradigm and technology development

    it has been suggested [1] suggested that the adoption of educational technology and

    instructional design has been shaped by the educational paradigm. Thus successive

    waves of technology have been developed to support the management of existing

    schooling systems with the development of Virtual Management Systems and

    Management Information Systems. Even in the pedagogic sphere the development of

    virtual classrooms has tended towards supporting and even reinforcing traditional

    pedagogic approaches and teacher-learner relationships albeit whilst extending the

    potential for access to classroom based education. It is little surprise that the leading

    commercial educational technology platform is named Blackboard.

    The adoption and effective use of any innovation is not solely a function of the

    affordances of new tools [2-4]. Innovation is socially constructed and constrained by

    the social context and the individuals who are offered opportunity to use the

    innovation [5]. In seeking to explain the relationships between learning and

    technology and the social construction and context of educational innovation it is

    necessary to explore further the relationship between the educational paradigms and

    other social and economic paradigms.

    The potential for shaping of new technologies of learning may be more easily

    understood in the changes in economies and wider social structures and in particular

    in the ways in which technology is being used outside education than at looking at

    technology form within the educational paradigm.

    2. 1. The industrial model of schooling

    The present industrial model of schooling evolved to meet the needs and forms of

    a particular phase of industrial development [1].

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    The industrial revolution imposed new requirements in terms of skills and

    knowledge in particular the need to extend general education to wider layers of

    society. In 1893 the Elementary Education (School Attendance) Act raised the school

    leaving age to 11 and in 1902 the state took over education, through the organisation

    of Local Education Authorities and the provision of funding for schools from

    taxation. These reforms were based on a perceived need for Britain to remain

    competitive in the world by being at the forefront of manufacture and improvement.

    The form of organisation of schooling and the predominant pedagogy were based on

    the forms of production developed through the industrial revolution. Schools

    resembled large scale factories for knowledge [6].

    The curriculum was closely tied to the needs of industry. In the early years of the

    19th century the major emphasis was on basic skills and literacy. In 1872 a Revised

    code of Regulations laid down six levels of standards for reading, writing andarithmetic.

    Despite a series of reforms throughout the 20 th Century, the paradigmatic forms of

    organisation and delivery of education, the institutional form of schooling, the

    development of curriculum and approaches to pedagogy continue to be based on the

    Taylorist organisation of production stemming from the industrial revolution and

    from the economic and social needs of society to reproduce the workforce.

    Of course there are different interpretations of the rise of the schooling system.

    Whilst acknowledging the importance of how social, technological, economic, and

    political forces influenced the evolution of schools, Arenas [7] explores the

    epistemological origin of schools. Arenas refers to the artificial and ritualistic nature

    of classroom learning coupled by a virtual monopoly of book and abstract/fragmented

    knowledge. Children had been given the role of students and had to learn the

    necessary skills and behaviors to become honorable citizens and, eventually, also

    effective workers in the emerging industrial-bureaucratic world.

    2. 2 Education, media and technology

    Friesen and Hug [8] argues that the practices and institutions of education need to

    be understood in a frame of reference that is mediatic: as a part of a media-

    ecological configuration of technologies specific to a particular age or era. This

    configuration, they say, is one in which print has been dominant. They quote

    McLuhan [9] who has described the role of the school specifically as the custodian

    of print culture (1962). It provides, he says, a socially sanctioned civil defense

    against media fallout [10] against threatening changes in the mediatic environs.Neil Postman [11] says that school was an invention of the printing press and

    must stand or fall on the issue of how much importance the printed word will have in

    the future. Schooling and education, by extension, appear as the formal setting that is

    the necessary institutional correlative to this conception of development. As the

    custodian of print culture, it is the task of education to provide students with a

    structured, controlled environment that is conducive to the quiet repose that print

    media demand of their audiences. This further positions the school as a kind of

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    separate, reflective, critical pedagogical space, isolated from the multiple sources of

    informational noise in an otherwise media-saturated lifeworld.

    However Friesen and Hug [8] consider that: any simple binary opposition

    between logical, hierarchical print culture on the one hand, and the visceral visual and

    audio flows on the other, has seriously undermined by the eclectic mix of media

    available via the internet, Web, and mobile communications. This is illustrated with

    special clarity in the case of textual forms of communication that have been

    collectively labeled Web 2.0 or the read-write Web.... Education, fighting on the

    side of literacy, no longer needs to fend off the attacks of mass media on the one

    hand while wielding instructional media from its curricular arsenal on the other.

    Instead of working against media and insulating its use of media against the mass

    mediatic environment, education now has the opportunity of working with media, in

    greater consonance with the larger mediatic ecology.Thus the opportunities and challenges posed for the development of Technology

    Enhanced Learning may be seen in moving beyond the industrial model of schooling

    and the artificial and ritualistic nature of classroom learning to embracing new forms

    of learning based on a wider mediatic ecology, with learning embedded in forms of

    media and mediated experience outside the classroom paradigm.

    2.3 Social learning and knowledge development

    However it is not only the social form of the classroom and the media which have

    defined educational practices and are being challenged by social media based on new

    technologies. It is also the nature and content of the curricula. Cormier [12] has

    written that the present speed of information based on new technologies has

    undermined traditional expert driven processes of knowledge development and

    dissemination. The explosion of freely available sources of information has helped

    drive rapid expansion in the accessibility of the canon and in the range of knowledge

    available to learners. We are being forced to reexamine what constitutes knowledge

    and are moving from expert developed and sanctioned knowledge to collaborative

    forms of knowledge construction. Social learning practices are leading to new forms

    of knowledge discovery. Social learning is the practice of working in groups, not

    only to explore an established canon but also to negotiate what qualifies as

    knowledge. Cormier [12] cites Brown and Adler [13] who say: "The most profound

    impact of the Internet, an impact that has yet to be fully realized, is its ability to

    support and expand the various aspects of social learning." Ravenscroft [14] has

    argued that one of the reasons why this hasnt happened is due to the conceptualmisalignment of (old) pedagogy and (new) communicative practices. He has pointed

    out that, typically, educationalists attempt to shoe-horn the radical possibilities

    offered by social software into, relatively, traditional pedagogical approaches, which

    unsurprisingly gives rise to mixed results and limited success. He argues that instead,

    we need to embrace new and emerging literacies through devising new, and typically

    more ambient pedagogies [15] that embrace the new possibilities for engaging

    social learning and highly communicative interaction. Along these lines, some new

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    pedagogical approaches to learning through dialogue have been proposed [16], that

    have also been realized and tested through the development and deployment of

    dialogue game technologies that have been used with hundreds of users. Crucial to

    these approaches is the setting up of a dialogic space [17] that reconciles new

    linguistic forms, such as instant messaging and immediate textual communication

    with tested pedagogical frameworks (e.g. for reflective thinking and reasoned

    discussion). So, this sort of technology provides affordances and structure that can be

    deployed in various, different and evolving ways, and so can harmonise with what

    Cormier [12] proposes a rhizomatic model of learning in which a community can

    construct a model of education flexible enough for the way knowledge develops and

    changes today by producing a map of contextual knowledge.

    2.4 Using social software for learning

    The central point of our argument is that educational technology has been

    developed within a particular educational paradigm to support the diffusion of expert

    based knowledge. Tools have been designed to support particular forms of knowledge

    within the particular environment of instructional design in school settings. Given the

    domination of universities and schools as the context for the implementation of

    educational technology, the focus has been on academic and disciplinary knowledge.

    It is particularly important to note that the forms of technology and the media have

    been separated from the contents or subjects of learning. Knowledge has been

    embedded within the idea of learning objects, to be consumed through technology

    players, thus separating technology from content and process. Within the formaleducational institutions, social practices have been limited to a critique (at best) of an

    established canon of disciplinary knowledge, within groups defined by age and

    relation to progression within that canon (and by extension by class and gender etc.).

    However outside the classroom social software is increasingly being expropriated

    for learning. Young people are increasingly using technology for creating and sharing

    multi media objects and for social networking. A Pew Research study [18] found that

    56 per cent of young people in America were using computers for creative activities,

    writing and posting of the internet, mixing and constructing multimedia and

    developing their own content. Twelve to 17-year-olds look to web tools to share what

    they think and do online. One in five who use the net said they used other people's

    images, audio or text to help make their own creations. According to Raine [19],

    "These teens were born into a digital world where they expect to be able to create,

    consume, remix, and share material with each other and lots of strangers."But it is not just young people who are using social media. A survey into the use of

    technology for learning in Small and Medium Enterprises found few instances of the

    use of formal educational technologies [20]. But the study found the widespread

    everyday use of internet technologies for informal learning, utilizing a wide range of

    business and social software applications. This finding is confirmed by a recent study

    on the adoption of social networking in the workplace and Enterprise 2.0 [21]. The

    study found almost two-thirds of those responding (65%) said that social networks

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    had increased either their efficiency at work, or the efficiency of their colleagues.

    63% of respondents who said that using them had enabled them to do something that

    they hadnt been able to do before

    Of course such studies beg the question of the nature and purpose of the use of

    social software in the workplace. The findings of the ICT and SME project, which

    was based on 106 case studies in six European countries focused on the use of

    technologies for informal learning. The study suggested that although social software

    was used for information seeking and for social and communication purposes it was

    also being widely used for informal learning. In such a context:

    Learning takes place in response to problems or issues or is driven by the

    interests of the learner

    Learning is sequenced by the learner

    Learning is episodic

    Learning is controlled by the learner in terms of pace and time

    Learning is heavily contextual in terms of time, place and use

    Learning is cross disciplinary or cross subject

    Learning is interactive with practice

    Learning builds on often idiosyncratic and personal knowledge bases

    Learning takes place in communities of practice

    However, it is important to note that the technology was not being used for formal

    learning, nor in the most part was it for following a traditionally curriculum or

    academic body of knowledge. Instead business applications and social and

    networking software were being used to develop what has been described as Work

    Process Knowledge [22]. The concept of Work Process Knowledge emphasises the

    relevance of practice in the workplace and is related to concepts of competence and

    qualification that stress the idea that learning processes not only include cognitive, but

    also affective, personal and social factors. They include the relevance of such non-

    cognitive and affective-social factors for the acquisition and use of work process

    knowledge in practical action. Work often takes place, and is carried out, in different

    circumstances and contexts. Therefore, it is necessary for the individual to acquire

    and demonstrate a certain capacity to reflect and act on the task (system) and the

    wider work environment in order to adapt, act and shape it. Such competence is

    captured in the notion of developmental competence [23] and includesthe idea of

    social shaping of work and technology as a principle of vocational education and

    training [24]. Work process knowledge embraces developmental competence, the

    developmental perspective emphasising that individuals have the capacity to reflect

    and act upon the environment and thereby forming or shaping it.In using technologies to develop such work process knowledge, individuals are

    also shaping or appropriating technologies, often developed or designed for different

    purposes, for social learning.

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    mentorship whereby what is known by the most experienced is passed along to

    novices Participatory culture is emerging as the culture absorbs and responds to the

    explosion of new mediatechnologies that make it possible for average consumers to

    archive, annotate, appropriate, and recirculate media content in powerful new ways.

    The specific skills that Jenkins and his coauthors describe as arising through

    involvement of average consumers in this participatory culture include ludic

    forms of problem solving, identity construction, multitasking, distributed cognition,

    and transmedial navigation.

    Importantly modern mobile devices can easily be user customized, including the

    appearance, operation and applications. Wild, Mdritscher and Sigurdarson [32]

    suggest that establishing a learning environment, i.e. a network of people, artefacts,

    and tools (consciously or unconsciously) involved in learning activities, is part of the

    learning outcomes, not an instructional condition. They go on to say: Consideringthe learning environment not only a condition for but also an outcome of learning,

    moves the learning environment further away from being a monolithic platform

    which is personalisable or customisable by learners (easy to use) and heading

    towards providing an open set of learning tools, an unrestricted number of actors, and

    an open corpus of artefacts, either pre-existing or created by the learning process

    freely combinable and utilisable by learners within their learning activities (easy to

    develop).

    Critically, mobile devices can facilitate the recognition of context as a key factor in

    work related and social learning processes. Cook [33] proposes that new digital

    media can be regarded as cultural resources for learning and can enable the bringing

    together of the informal learning contexts in the world outside the institution with

    those processes and contexts that are valued inside the intuitions.He suggests that informal learning in social networks is not enabling the critical,

    creative and reflective learning that we value in formal education.

    Instead he argues for the scaffolding of learning in a new context for learning

    through learning activities that take place outside formal institutions and on platforms

    that are selected by learners.

    Cook [30] describes two experimental learning activities for mobile devices

    developed through projects at London Metropolitan University. In the first, targeted at

    trainee teachers an urban area close to London Metropolitan University, from 1850 to

    the present day, is being used to explore how schools are signifiers of both urban

    change and continuity of educational policy and practice.

    The aim of this project is to provide a contextualised, social and historical account

    of urban education, focusing on systems and beliefs that contribute to the construction

    of the surrounding discourses. A second aim is to scaffold the trainee teachers

    understanding of what is possible with mobile learning in terms of field trips. In an

    evaluation of the project, 91% of participants thought the mobile device enhanced the

    learning experience. Furthermore, they considered the information easy to assimilate

    allowing more time to concentrate on tasks and said the application allowed instant

    reflection in situ and promoted active learning through triggering their own

    thoughts and encouraging them to think more about the area

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    In the second project, archaeology students were provided with a tour of context

    aware objects triggered by different artifacts in the remains of a Cistercian abbey in

    Yorkshire. The objects allowed learners to expire not only the physical entity of the

    reconstructed abbey through the virtual representation, but also to examine different

    aspects including social and cultural history and the construction methods deployed.

    According to Cook [30] the gap between physical world (what is left of Cistercian),

    virtual world on mobile is inhabited by the shared cognition of the students for deep

    learning.

    The use of the mobile technology allowed the development and exploration of

    boundary objects transcending the physical and virtual worlds. Boundary objects have

    been defined as objects which are both plastic enough to adapt to local needs and

    constraints of the several parties employing them, yet robust enough to maintain a

    common identity across sites. They are weakly structured in common use, andbecome strongly structured in individual-site use. They may be abstract or concrete.

    They have different meanings in different social worlds but their structure is common

    enough to more than one world to make them recognizable means of translation. The

    creation and management of boundary objects is key in developing and maintaining

    coherence across intersecting social worlds. [33]. The creation and management of

    boundary objects which can be explored through mobile devices can allow the

    interlinking of formal and academic knowledge to practical and work process

    knowledge.

    Practically, if we consider models for personalized and highly communicative

    learning interaction in concert with mobile devices, whilst employing context aware

    techniques, startling possibilities can arise. For example, we can combine the

    immediacy of mobile interaction with an emergent need for a collaborative problemsolving dialogue, in vivo, during everyday working practices, where the contextual

    dimensions can constrain and structure (through semantic operations) the choices

    about a suitable problem solving partner or the type of contextualised knowledge that

    will support the problem solving. In brief, combining dialogue design, social software

    techniques, mobility and context sensitivity means we have greater opportunities for

    learning rich dialogues in situations where they are needed - to address concrete and

    emergent problems or opportunities at work.

    Such approaches to work oriented mobile learning also supports Levi Strausss

    idea of bricolage [34]. The concept of bricolage refers to the rearrangement and

    juxtaposition of previously unconnected signifying objects to produce new meanings

    in fresh contexts. Bricolage involves a process of resignification by which cultural

    signs with established meanings are re-organised into new codes of meaning. In such

    a pedagogic approach the task of educators is to help co-shape the learning

    environment.

    Of course, such approaches are possible using social software on desktop and lap

    top computers. The key to the mobile environment is in facilitating the use of context.

    This is particularly important as traditional elearning, focused on academic learning,

    has failed to support the context based learning inherent in informal and work based

    environments.

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    Whilst the use of context is limited in the experiments undertaken by London

    Metropolitan University, being mainly based on location specific and temporal

    factors, it is not difficult to imagine that applications could be developed which seek

    to build on wider contextual factors. These might include tasks being undertaken, the

    nature of any given social network, competences being deployed, individual learner

    preferences and identities and of course the semantic relation involved.

    4. Conclusions

    The development of a Work Oriented MoBile Learning Environment is seen as

    potentially allowing us to overcome a number of contradictions and dilemmas in thedevelopment of technology for learning as outlined in the first part of this paper.

    These include:

    Classroom learning versus real life informal or work based learning

    Academic knowledge as opposed to work process knowledge

    Individual learning versus social learning

    Educational technology versus social software

    Decontextualised knowledge acquisition versus context knowledge

    development

    Information acquisition versus reflective learning

    At the same time the Work Oriented MoBile Learning environment can be

    developed by learners themselves through the appropriation or shaping of

    technologies, thus allowing learners to co-design their own learning environmentsthrough the process of learning.

    The technologies to develop such environments exist. The challenge is to further

    explore the nature of context and to co-develop or appropriate with learners,

    applications which can facilitate such social learning processes. At the same time

    though the process of interacting with the wider environment learners themselves can

    construct and shape the corpus of knowledge itself within the community.

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